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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.42 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (stringarg)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 216
224 if (stringarg) 217 if (stringarg)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 stringarg = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!stringarg)
234 { 227 {
240 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 294
316 examine_monster (op, tmp); 314 examine_monster (op, tmp);
317 return 1; 315 return 1;
318 } 316 }
319 } 317 }
320 } 318 }
319
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 321 return 1;
323} 322}
324
325 323
326/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 325 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 329 * pl is invisible.
332 */ 330 */
333int 331int
334makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
335{ 333{
336
337 if (!pl->invisible) 334 if (!pl->invisible)
338 return 0; 335 return 0;
336
339 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
340 { 338 {
341 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
343 { 341 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 343 return 0;
344
346 return 1; 345 return 1;
347 } 346 }
347
348 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1; 350 return 1;
351
351 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
352 if (!mon->race) 353 if (!mon->race)
353 return 0; 354 return 0;
355
354 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
355 return 1; 357 return 1;
358
356 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
357 return 0; 360 return 0;
358 } 361 }
359 else 362 else
360 { 363 {
462 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
463 { 466 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 469 else
467 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 471 }
473 472
474 op->destroy (); 473 op->destroy ();
475} 474}
476 475
565} 564}
566 565
567int 566int
568perceive_self (object *op) 567perceive_self (object *op)
569{ 568{
570 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
572 object *tmp;
573 int i;
574 571
572 dynbuf_text buf;
573
574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
575 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
576 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
577 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
578 else 580 else
579 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
580 582
581 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
582 584
583 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
584 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
585 else 587 else
586 { 588 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
588 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
589 if (tmp != NULL) 591 if (tmp)
590 {
591 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
592 { 593 if (tmp->stats.stat (i) < 0)
593 if (get_attr_value (&tmp->stats, i) < 0) 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
594 {
595 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
596 }
597 }
598 }
599 } 595 }
600 596
601 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
602 {
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 600 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 602 {
608 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
609 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
610 else 605 else
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 607
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 608 break;
615 } 609 }
616 } 610 }
617 }
618 611
619 return 1; 612 buf << '\0'; // zero-terminate
620}
621 613
622/* int cast_create_town_portal (object *op, object *caster, int dir) 614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::find_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 exitmap->load_sync ();
729
730 int exitx = EXIT_X (old_force);
731 int exity = EXIT_Y (old_force);
732
733 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_sync (force->name);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 exitmap->load_sync ();
770
771 op_level = caster_level (caster, spell);
772 if (op_level < 15)
773 snprintf (portal_message, 1024,
774 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
775 &op->name);
776 else if (op_level < 30)
777 snprintf (portal_message, 1024,
778 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
779 else if (op_level < 60)
780 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
781 else
782 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
783 &op->name);
784
785 /* Create a portal in front of player
786 * dummy contain the portal and
787 * force contain the track to kill it later
788 */
789 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
790 dummy = get_archetype (spell->slaying); /*The portal */
791 if (dummy == NULL)
792 {
793 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
794 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
795 return 0;
796 }
797
798 EXIT_PATH (dummy) = force->name;
799 EXIT_X (dummy) = EXIT_X (force);
800 EXIT_Y (dummy) = EXIT_Y (force);
801 dummy->name = dummy->name_pl = portal_name;
802 dummy->msg = portal_message;
803 dummy->race = op->name; /*Save the owner of the portal */
804 cast_create_obj (op, caster, dummy, 0);
805
806 /* Now we need to to create a town portal marker inside the player
807 * object, so on future castings, we can know that he has an active
808 * town portal.
809 */
810 object *tmp = get_archetype (spell->race);
811
812 if (!tmp)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
815 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
816 return 0;
817 }
818
819 tmp->race = op->map->path;
820 tmp->name = portal_name;
821 EXIT_X (tmp) = dummy->x;
822 EXIT_Y (tmp) = dummy->y;
823 op->insert (tmp);
824
825 /* Create a portal in the destination map
826 * dummy contain the portal and
827 * force the track to kill it later
828 * the 'force' variable still contains the 'reminder' of
829 * where this portal goes to.
830 */
831 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
832 dummy = get_archetype (spell->slaying); /*The portal */
833 if (dummy == NULL)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
836 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
837 return 0;
838 }
839
840 EXIT_PATH (dummy) = op->map->path;
841 EXIT_X (dummy) = op->x;
842 EXIT_Y (dummy) = op->y;
843 dummy->name = dummy->name_pl = portal_name;
844 dummy->msg = portal_message;
845 dummy->race = op->name; /*Save the owner of the portal */
846 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
847
848 /* Now we create another town portal marker that
849 * points back to the one we just made
850 */
851 tmp = get_archetype (spell->race);
852 if (tmp == NULL)
853 {
854 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
855 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
856 return 0;
857 }
858
859 tmp->race = force->name;
860 tmp->name = portal_name;
861 EXIT_X (tmp) = dummy->x;
862 EXIT_Y (tmp) = dummy->y;
863 insert_ob_in_ob (tmp, op);
864
865 /* Describe the player what happened
866 */
867 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
868 force->destroy ();
869 615
870 return 1; 616 return 1;
871} 617}
872 618
873/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
971 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
972 return 0; 718 return 0;
973 } 719 }
974 720
975 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
976 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
977 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
978 724
979 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
980 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
981 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1001 { 747 {
1002 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1003 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1004 750
1005 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1006 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1007 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1008 754
1009 } 755 }
1010 else 756 else
1011 posblocked = 1; 757 posblocked = 1;
1018 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1019 { 765 {
1020 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1021 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1022 768
1023 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1024 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1025 } 771 }
1026 else 772 else
1027 negblocked = 1; 773 negblocked = 1;
1028 } 774 }
1144 890
1145 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1146 return 1; 892 return 1;
1147} 893}
1148 894
1149
1150/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1151 * op is the caster. 896 * op is the caster.
1152 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1153 * spell is the spell object. 898 * spell is the spell object.
1154 */ 899 */
1180 { 925 {
1181 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 928 * on amount of damage healed.
1184 */ 929 */
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1187 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1188 934
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 else if (heal > 50) 937 else if (heal > 50)
1200 success = 1; 946 success = 1;
1201 } 947 }
1202 } 948 }
1203 949
1204 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1205 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1206 success = 1; 952 success = 1;
1207 953
1208 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1209 { 955 {
1210 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1259 } 1005 }
1260 1006
1261 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1262 { 1008 {
1263 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1264 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1265 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1266 success = 1; 1014 success = 1;
1267 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1269 } 1017 }
1270 1018
1271 return success; 1019 return success;
1272} 1020}
1273
1274 1021
1275/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1276 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1277 * good comments for those. 1024 * good comments for those.
1278 */ 1025 */
1279static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1280 "You grow no stronger.", 1027 "You grow no stronger.",
1281 "You grow no more agile.", 1028 "You grow no more agile.",
1282 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1283 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1284 "You are no easier to look at.", 1033 "You are no easier to look at.",
1285 "no int",
1286 "no pow"
1287}; 1034};
1288 1035
1289int 1036int
1290cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1291{ 1038{
1342 } 1089 }
1343 else 1090 else
1344 { 1091 {
1345 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1346 } 1093 }
1094
1347 return 1; 1095 return 1;
1348 } 1096 }
1097
1349 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1350 force->speed = 1.0; 1099 force->speed = 1.0;
1351 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1352 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1353 1102
1359 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1360 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1361 force->resist[i] = 100; 1110 force->resist[i] = 100;
1362 } 1111 }
1363 } 1112 }
1113
1364 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1365 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1366 1116
1367 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1368 { 1118 {
1369 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1370 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1371 { 1121 {
1372 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1373
1374 if (stat)
1375 { 1123 {
1376 sm = 0; 1124 sint8 sm = 0;
1377 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1378 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1379 1127
1380 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1381 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1382 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1383 if (sm < 0) 1131 force->stats.stat (i) = sm;
1384 sm = 0; 1132
1385 }
1386 set_attr_value (&force->stats, i, sm);
1387 if (!sm) 1133 if (!sm)
1388 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1389 } 1135 }
1390 } 1136 }
1391 } 1137 }
1412 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1413 1159
1414 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1415 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1416 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1417 return 1; 1164 return 1;
1418} 1165}
1419 1166
1420/* This used to be part of cast_change_ability, but it really didn't make 1167/* This used to be part of cast_change_ability, but it really didn't make
1421 * a lot of sense, since most of the values it derives are from the god 1168 * a lot of sense, since most of the values it derives are from the god
1422 * of the caster. 1169 * of the caster.
1423 */ 1170 */
1424
1425int 1171int
1426cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1427{ 1173{
1428 int i; 1174 int i;
1429 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1527} 1273}
1528 1274
1529/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1530 * 1276 *
1531 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1532 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1533 * about 90% of that of the item itself. It uses the value of the
1534 * object before charisma adjustments, because the nuggets themselves
1535 * will be will be adjusted by charisma when sold.
1536 * 1279 *
1537 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1538 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1539 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1540 * to the max amount of small nuggets as you could get. 1283 * when sold.
1541 *
1542 * For example, if an item is worth 110 gold, you will get
1543 * 4 large nuggets, and from 0-10 small nuggets.
1544 * 1284 *
1545 * There is also a chance (1:30) that you will get nothing at all 1285 * There is also a chance (1:30) that you will get nothing at all
1546 * for the object. There is also a maximum weight that will be 1286 * for the object. There is also a maximum weight that will be
1547 * alchemised. 1287 * alchemised.
1548 */ 1288 */
1549static void 1289static void
1550alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1551{ 1291{
1552 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1553 1293
1554 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1555 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1556 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1557 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1558 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1559 * the stuff back to town. 1299 * the stuff back to town.
1571 total_weight += obj->total_weight (); 1311 total_weight += obj->total_weight ();
1572 1312
1573 obj->destroy (); 1313 obj->destroy ();
1574} 1314}
1575 1315
1576static void
1577update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1578{
1579 int flag = 0;
1580
1581 /* Put any nuggets below the player, but we can only pass this
1582 * flag if we are on the same space as the player
1583 */
1584 if (x == op->x && y == op->y && op->map == m)
1585 flag = INS_BELOW_ORIGINATOR;
1586
1587 if (small_nuggets)
1588 {
1589 object *tmp = small->clone ();
1590 tmp->nrof = small_nuggets;
1591 m->insert (tmp, x, y, op, flag);
1592 }
1593
1594 if (large_nuggets)
1595 {
1596 object *tmp = large->clone ();
1597 tmp->nrof = large_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (object *pl = m->at (x, y).player ())
1602 if (pl->contr->ns)
1603 pl->contr->ns->look_position = 0;
1604}
1605
1606int 1316int
1607alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1608{ 1318{
1609 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1610 return 0; 1320 return 0;
1611 1321
1612 object *large = get_archetype ("largenugget"); 1322 archetype *nugget[3];
1613 object *small = get_archetype ("smallnugget"); 1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1614 1327
1615 /* Put a maximum weight of items that can be alchemised. Limits the power 1328 /* Put a maximum weight of items that can be alchemised. Limits the power
1616 * some, and also prevents people from alchemising every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1617 * in sight 1330 * in sight
1618 */ 1331 */
1670 if (weight > weight_max) 1383 if (weight > weight_max)
1671 break; 1384 break;
1672 } 1385 }
1673 } 1386 }
1674 1387
1388 value -= rndm (value >> 4);
1675 value = min (value, value_max); 1389 value = min (value, value_max);
1676 1390
1677 uint64 count = value / large->value; 1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1678 int large_nuggets = count; 1392 if (int nrof = value / nugget [i]->value)
1679 value -= count * large->value;
1680
1681 count = value / small->value;
1682 int small_nuggets = count;
1683
1684 /* Insert all the nuggets at one time. This probably saves time, but
1685 * it also prevents us from alcheming nuggets that were just created
1686 * with this spell.
1687 */ 1393 {
1688 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1400 }
1689 1401
1690 if (weight > weight_max) 1402 if (weight > weight_max)
1691 goto bailout; 1403 goto bailout;
1692 } 1404 }
1693 } 1405 }
1694 1406
1695bailout: 1407bailout:
1696 large->destroy ();
1697 small->destroy ();
1698 return 1; 1408 return 1;
1699} 1409}
1700
1701 1410
1702/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1703 * items. 1412 * items.
1704 */ 1413 */
1705int 1414int
1712 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1713 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1714 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1715 { 1424 {
1716 was_one++; 1425 was_one++;
1426
1717 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1718 { 1428 {
1719 success++; 1429 success++;
1720 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1721 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1722 1432
1723 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1724 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1725 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1726 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1439 }
1729 } 1440 }
1730 1441
1731 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1732 { 1443 {
1743 1454
1744 return success; 1455 return success;
1745} 1456}
1746 1457
1747/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1748
1749int 1459int
1750cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1751{ 1461{
1462 dynbuf_text buf;
1752 object *tmp; 1463 object *tmp;
1753 int success = 0, num_ident;
1754 1464
1755 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1756 1466
1757 if (num_ident < 1) 1467 if (num_ident < 1)
1758 num_ident = 1; 1468 num_ident = 1;
1759 1469
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 { 1473 {
1764 identify (tmp); 1474 identify (tmp);
1765 1475
1766 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1767 { 1477 {
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1769 1479
1770 if (tmp->msg) 1480 if (tmp->msg)
1771 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1772 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1773 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1774 }
1775 } 1482 }
1776 1483
1777 num_ident--; 1484 num_ident--;
1778 success = 1;
1779 if (!num_ident) 1485 if (!num_ident)
1780 break; 1486 break;
1781 } 1487 }
1782 } 1488 }
1783 1489
1785 * stuff on the floor. Only identify stuff on the floor if the spell 1491 * stuff on the floor. Only identify stuff on the floor if the spell
1786 * was not fully used. 1492 * was not fully used.
1787 */ 1493 */
1788 if (num_ident) 1494 if (num_ident)
1789 { 1495 {
1790 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1792 { 1498 {
1793 identify (tmp); 1499 identify (tmp);
1794 1500
1795 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1796 { 1502 {
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1798 1504
1799 if (tmp->msg) 1505 if (tmp->msg)
1800 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1803 }
1804
1805 esrv_send_item (op, tmp);
1806 } 1507 }
1807 1508
1808 num_ident--; 1509 num_ident--;
1809 success = 1;
1810 if (!num_ident) 1510 if (!num_ident)
1811 break; 1511 break;
1812 } 1512 }
1813 } 1513 }
1814 1514
1815 if (!success) 1515 if (buf.empty ())
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1817 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1818 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1819 1526 return 1;
1820 return success; 1527 }
1821} 1528}
1822 1529
1823int 1530int
1824cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1825{ 1532{
1967 1674
1968 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
1969 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1970 { 1677 {
1971 done_one = 0; 1678 done_one = 0;
1679
1972 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1681 {
1974 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1975 { 1683 {
1976 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1977 { 1685 {
1978 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1979 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
1980 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
1981 } 1690 }
1691
1982 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1983 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1984 { 1694 {
1985 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1986 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
1987 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
1988 } 1699 }
1989 } /* if item is not identified */ 1700 } /* if item is not identified */
1990 } /* for the players inventory */ 1701 } /* for the players inventory */
1991 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
1992 return 1; 1704 return 1;
1993} 1705}
1994 1706
1995 1707
1996/** 1708/**
2152 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2153 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2154 * monsters either. 1866 * monsters either.
2155 */ 1867 */
2156 1868
2157 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2158 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1872 && (op->level > head->level))
2159 head->destroy (); 1873 head->destroy ();
2160 else 1874 else
2161 switch (head->type) 1875 switch (head->type)
2162 { 1876 {
2163 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
2164 if (op->level > head->level) 1883 if (op->level > head->level)
2165 head->destroy (); 1884 head->destroy ();
2166 1885
2167 break; 1886 break;
2168 1887
2179 break; 1898 break;
2180 } 1899 }
2181 } 1900 }
2182} 1901}
2183 1902
2184
2185
2186/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2187int 1904int
2188cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2189{ 1906{
2190 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2214 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2215 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2216 tmp->name = buf; 1933 tmp->name = buf;
2217 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2218 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2219 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2220 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2221 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2222 return 1; 1941 return 1;
2223 } 1942 }
2224 } 1943 }
2225 } 1944 }
2235 * This code was very odd - code early on would only let players use the spell, 1954 * This code was very odd - code early on would only let players use the spell,
2236 * yet the code wass full of player checks. I've presumed that the code 1955 * yet the code wass full of player checks. I've presumed that the code
2237 * that only let players use it was correct, and removed all the other 1956 * that only let players use it was correct, and removed all the other
2238 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2239 */ 1958 */
2240
2241int 1959int
2242animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2243{ 1961{
2244 object *weapon, *tmp; 1962 object *weapon, *tmp;
2245 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2246 int a, i; 1964 int a, i;
2247 sint16 x, y; 1965 sint16 x, y;
2248 maptile *m; 1966 maptile *m;
2249 materialtype_t *mt;
2250 1967
2251 if (!spell->other_arch) 1968 if (!spell->other_arch)
2252 { 1969 {
2253 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2254 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2257 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2258 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2259 return 0; 1976 return 0;
2260 1977
2261 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2262 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2263 { 1980 {
2264 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2265 return 0; 1982 return 0;
2266 } 1983 }
2267 1984
2268 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2269 if (!dir) 1986 if (!dir)
2273 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2274 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2275 1992
2276 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2277 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2278 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2279 { 1996 {
2280 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2281 return 0; 1998 return 0;
2282 } 1999 }
2283 2000
2287 if (!weapon) 2004 if (!weapon)
2288 { 2005 {
2289 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2290 return 0; 2007 return 0;
2291 } 2008 }
2292 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2293 { 2010 {
2294 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2295 return 0; 2012 return 0;
2296 } 2013 }
2297 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2303 { 2020 {
2304 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2305 return 0; 2022 return 0;
2306 } 2023 }
2307 2024
2308 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2309 {
2310 tmp = get_split_ob (weapon, 1);
2311 esrv_send_item (op, weapon);
2312 weapon = tmp;
2313 }
2314 2026
2315 /* create the golem object */ 2027 /* create the golem object */
2316 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2317 2029
2318 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2319 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2320 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2321 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2322 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2323 tmp->set_owner (op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2324 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2325 op->contr->ranges[range_golem] = tmp;
2326 op->contr->shoottype = range_golem;
2327 2038
2328 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* Give the weapon to the golem now. A bit of a hack to check the
2329 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2330 * used above. 2041 * used above.
2331 */ 2042 */
2332 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2333 weapon->remove (); 2044 weapon->remove ();
2334 insert_ob_in_ob (weapon, tmp); 2045
2335 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2336 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* To do everything necessary to let a golem use the weapon is a pain,
2337 * so instead, just set it as equipped (otherwise, we need to update 2049 * so instead, just set it as equipped (otherwise, we need to update
2338 * body_info, skills, etc) 2050 * body_info, skills, etc)
2339 */ 2051 */
2340 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2366 2078
2367 /* attacktype */ 2079 /* attacktype */
2368 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2369 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2370 2082
2371 mt = NULL;
2372 if (op->materialname != NULL)
2373 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2374 if (mt != NULL)
2375 { 2084 {
2376 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2377 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2378 a = mt->save[0]; 2087 a = mt->save[0];
2379 } 2088 }
2381 { 2090 {
2382 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2383 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2384 a = 10; 2093 a = 10;
2385 } 2094 }
2095
2386 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2387 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2388 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2389 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2390 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2396 2106
2397 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2398 2108
2399 if (a > 14) 2109 if (a > 14)
2400 a = 14; 2110 a = 14;
2111
2401 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2402 2113
2403 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2404 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2405 2116
2450 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2451 } 2162 }
2452 return success; 2163 return success;
2453} 2164}
2454 2165
2455
2456
2457
2458
2459/* create an aura spell object and put it in the player's inventory. 2166/* create an aura spell object and put it in the player's inventory.
2460 * as usual, op is player, caster is the object casting the spell, 2167 * as usual, op is player, caster is the object casting the spell,
2461 * spell is the spell object itself. 2168 * spell is the spell object itself.
2462 */ 2169 */
2463int 2170int
2474 2181
2475 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2476 2183
2477 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2478 2185
2479 new_aura->set_owner (op);
2480 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2481 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2482 2188
2483 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2484 if (refresh) 2191 if (refresh)
2485 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2486 else 2193 else
2487 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2488 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2489 return 1; 2199 return 1;
2490} 2200}
2491
2492 2201
2493/* move aura function. An aura is a part of someone's inventory, 2202/* move aura function. An aura is a part of someone's inventory,
2494 * which he carries with him, but which acts on the map immediately 2203 * which he carries with him, but which acts on the map immediately
2495 * around him. 2204 * around him.
2496 * Aura parameters: 2205 * Aura parameters:
2497 * duration: duration counter. 2206 * duration: duration counter.
2498 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2499 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2500 */ 2209 */
2501
2502void 2210void
2503move_aura (object *aura) 2211move_aura (object *aura)
2504{ 2212{
2505 int i, mflags;
2506 object *env;
2507 maptile *m;
2508
2509 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2510 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2511 2216
2512 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2513 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2514 */ 2219 */
2515 aura->remove (); 2220 aura->remove ();
2520 aura->destroy (); 2225 aura->destroy ();
2521 return; 2226 return;
2522 } 2227 }
2523 2228
2524 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2525 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2526 { 2231 {
2527 aura->destroy (); 2232 aura->destroy ();
2528 return; 2233 return;
2529 } 2234 }
2530 2235
2531 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2532 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2533 */ 2238 */
2534 aura->insert_at (env, aura); 2239 aura->insert_at (env, aura);
2535 2240
2536 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2537 { 2242 {
2538 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2539 2245
2540 nx = aura->x + freearr_x[i];
2541 ny = aura->y + freearr_y[i];
2542 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2543
2544 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2545 * movement type of the aura. Eg, if the player is flying, the aura 2247 * movement type of the aura. Eg, if the player is flying, the aura
2546 * is flying also, if player is walking, it is on the ground, etc. 2248 * is flying also, if player is walking, it is on the ground, etc.
2547 */ 2249 */
2548 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2549 { 2251 {
2550 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2551 2253
2552 if (aura->other_arch) 2254 if (aura->other_arch)
2553 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2554 } 2256 }
2555 } 2257 }
2556 2258
2557 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2558 aura->remove (); 2260 env->insert (aura);
2559 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2560} 2262}
2561 2263
2562/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2563 * op is the piece object. 2265 * op is the piece object.
2564 */ 2266 */
2565
2566void 2267void
2567move_peacemaker (object *op) 2268move_peacemaker (object *op)
2568{ 2269{
2569 object *tmp; 2270 object *tmp;
2570 2271
2571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2572 { 2273 {
2573 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2574 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2575 2276
2576 if (tmp->head)
2577 victim = tmp->head;
2578 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2579 continue; 2278 continue;
2279
2580 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2581 continue; 2281 continue;
2282
2582 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2583 continue; 2284 continue;
2584 2285
2585 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2586 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2587 2288
2588 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2589 { 2290 {
2590 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2591 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2592 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2593 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2594#if 0 2296#if 0
2595 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2596 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2603 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2604 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2605 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2606 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2607 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2608 if (victim->name) 2311 if (victim->name)
2609 {
2610 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2611 }
2612 } 2313 }
2613 } 2314 }
2614} 2315}
2615 2316
2616 2317

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